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Ultimate Admiral: Dreadnoughts News

Beta v1.7 is open! (RC)

Hello admirals,

You can now play the first playable version of the upcoming major update v1.7. This new update finalizes the available guns for all nations and will also offer some new hulls. There are also important game optimizations. You can read in the changelog what is available now.

Players who are accustomed with previous beta stages, will find familiar the procedures.

This is how you switch to the beta:
https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/


You need to know the following BEFORE you switch to the beta:
- Old campaign saves and all ship saves will become unavailable. DO NOT switch to beta if you are unsure if you want to start a new game on the new major update and lose any previous saved designs of the older game version.
- The shared designs will have issues with tonnage or will have different models of guns, which will make the designs invalid. It is up to you to repair them manually or delete them. It is advised to NOT USE them for the campaign until you are sure they are functional. You can select the campaign setting to not use shared designs. Please DO NOT report bugs, if you know that you use old shared designs.
- The campaign setting "Slow" is temporarily the only available option to start the campaign, until the new pre-made initial ships become available.

[h3]*v1.7 MAJOR UPDATE* (Beta RC)[/h3]

*14x NEW HULLS*
  • New USA “Dreadnought IV” (Shifting the naming of previous Dreadnought hulls accordingly) based on the USS Arizona Battleship, which can be recreated with sufficient accuracy. It has a base displacement between 27,500 and 35,500 tons and is available during 1914-1927.
  • New USA “Dreadnought VI” (Shifting the naming of previous Dreadnought hulls accordingly) with a base displacement between 31,500 and 42,500 tons, available during 1916-1927.
  • New British “Compact N3 class” which can recreate the HMS Nelson. It has a base displacement between 32,000 and 39,500 tons. available from 1919.
  • New British “Experimental Large Cruiser” with a base displacement between 27,500 and 32,500 tons, available from 1923.
  • New Chinese/Spanish “Assault Battleship” with a base displacement between 45,000 and 59,500 tons, available from 1929.
  • New Austro-Hungarian “Small Assault Battleship” with a base displacement between 36,000 and 45,500 tons, available from 1929.
  • New Russian “Assault Battlecruiser” with a base displacement between 70,500 and 87,500 tons, available from 1929.
  • New Chinese/Spanish “Ironclad I” which can recreate the HMS Inflexible ironclad. It has a base displacement between 9,770 and 12,900 tons, available from 1890 to1899.
  • New Chinese/Spanish “Ironclad II” with a base displacement between 10,900 and 13,900 tons, available from 1891 to1899.
  • New Chinese “Experimental Ironclad I” with a base displacement between 9,600 and 11,200 tons, available from 1890 to1895.
  • New Chinese “Experimental Ironclad II” with a base displacement between 9,750 and 12,250 tons, available from 1890 to1895.
  • New Chinese “Experimental Ironclad III” with a base displacement between 9,850 and 12,550 tons, available from 1890 to1895.
  • New Chinese armored cruiser “Ironclad Cruiser” with a base displacement between 3,000 and 11,500 tons, available from 1890 to 1905.
  • New Chinese light cruiser “Small Ironclad” with a base displacement between 3,000 and 6,500 tons, available from 1890 to 1902.
  • Various new ship parts.


*NEW GUNS*
  • New quad guns for almost all calibers and for all nations.
  • New USA 17 to 20-inch guns for Mark-2 tech, 7 to 18-inch guns for Mark-3 tech, 12 to 18-inch guns for Mark-4 tech.
  • New USA 4-inch guns for Mark-4/5 techs.
  • New USA 2 to 3-inch guns for Mark-2/3 techs.
  • New British 15 to 20-inch guns for Mark 1/2/3 techs.
  • New British 6 to 8-inch guns for Mark 3/4/5 techs.
  • New German 17 to 20-inch guns for Mark-2 tech, 15 to 16-inch guns for Mark-2/3 techs.
  • Various fixes and improvements for several guns.


*OTHER*
  • Ship parts weights are reduced and costs have been adjusted accordingly. Armor and engine weights slightly adjusted. The result is more available tonnage for ship design, as much as was needed for allowing to recreate historical designs more easily, with adequate protection.
  • Triple guns and quad guns are now available sooner in the technology tree.
  • Optimizations in ship design calculations affecting positively the loading times and all the processes when you design ships.
  • Custom battle's maximum year is now 1960.
  • Battle AI became further improved.
  • Auto-design is further improved.
  • Balances in the ship damage model, mainly affecting the durability of ship parts, armor endurance and how flooding is affected due to structural damage. The overall experience should be an even more realistic and expected feeling of how ships damage each other according to their displacement and protection schemes.
  • Optimization and improvement in the Division Screen/Scout logic. This will positively affect the Opponent Battle AI and the player’s divisions set to “Screen” or “Scout”.
  • Fixed a minor UI issue which caused a wrong calculation indication for cost of shipyard development.
  • Fixed a potential bug that could cause a ship of a design to be wrongly deleted, when its design was deleted.
  • Reduced aggression of minors to try to take their own home lands.
  • Fine tuning of Game's difficulty settings in Easy/Normal/Hard settings.


*==============================*

You can use the special Steam forum to offer your feedback about the upcoming new version:
https://steamcommunity.com/app/1069660/discussions/3/


We hope you will like the new changes, as we plan to stop offering new major updates, and keep the game version stable for playing without any need for any more save resets.

Beta Update 2
- Improvement of USA destroyer gun models for mark 4/5 techs. Changed the 3D models.
- Weight changes for small caliber guns to reflect their actual shielded model (allowing them to be armored more).
- DD engine weight changes to follow latest base weight changes of ships.
- Pitch/Roll factors balanced to follow the latest weight changes.
- Various fixes and improvements for auto-design
You must restart Steam to get this update fast - The 3d model and weight changes may cause errors to your beta designs, please note.

Beta Update 3
- New USA “Dreadnought IV” (Shifting the naming of previous Dreadnought hulls accordingly) based on the USS Arizona Battleship, which can be recreated with sufficient accuracy. It has a base displacement between 27,500 and 35,500 tons and is available during 1914-1927.
- New USA “Dreadnought VI” (Shifting the naming of previous Dreadnought hulls accordingly) with a base displacement between 31,500 and 42,500 tons and is available during 1916-1927.
- Fixed bug of barrel elongation for some of the new guns. If you notice again a problem in any gun, please report.
- Various fixes and improvements for auto-design.
You must restart Steam to get this update fast - The 3d model and weight changes may cause errors to your beta designs, please note.

Beta Update 4
- New British “Compact N3 class” which can recreate the HMS Nelson. It has a base displacement between 32,000 and 39,500 tons and is available from 1919.
- Various new ship parts.
- USA 2-inch/3-inch quad guns of Mark 5 reverted to their previous model.
- New Chinese 7 to 20-inch guns for Mark 3/4/5 techs.
- Further auto-design optimizations.
You must restart Steam to get this update fast - The 3d model and weight changes may cause errors to your beta designs, please note.

Beta Update 5
- New Barbette parts and fixes on barbette logic which could result in inconsistent allowance of calibers.
- Changes in German gun models for cruisers for Mark 4/5 4-inch and 5-inch calibers.
- Gun ammo increased, especially for small and medium calibers (This change affected weight, so it had to be delayed for a next major patch).
- Ship weights optimizations.
- Further auto-design and part placement logic optimizations.
You must restart Steam to get this update fast - The saves had to be reset due to the many changes that would affect all designs.

Beta Update 6 Hotfix
- Balances in the ship damage model, mainly affecting the durability of ship parts, armor endurance and how flooding is affected due to structural damage. The overall experience should be an even more realistic and expected feeling of how ships damage each other according to their displacement and protection schemes.
- New Chinese/Spanish “Ironclad I” which can recreate the HMS Inflexible ironclad. It has a base displacement between 9,770 and 12,900 tons, available from 1890 to1899.
- New Chinese/Spanish “Ironclad II” with a base displacement between 10,900 and 13,900 tons, available from 1891 to1899.
- New Chinese “Experimental Ironclad I” with a base displacement between 9,600 and 11,200 tons, available from 1890 to1895.
- New Chinese “Experimental Ironclad II” with a base displacement between 9,750 and 12,250 tons, available from 1890 to1895.
- New Chinese “Experimental Ironclad III” with a base displacement between 9,850 and 12,550 tons, available from 1890 to1895.
- New Chinese armored cruiser “Ironclad Cruiser” with a base displacement between 3,000 and 11,500 tons, available from 1890 to 1905.
- New Chinese light cruiser “Small Ironclad” with a base displacement between 3,000 and 6,500 tons, available from 1890 to 1902.
You must restart Steam to get this update fast.

Beta Update 7
- New British “Experimental Large Cruiser” with a base displacement between 27,500 and 32,500 tons, available from 1923.
- New Chinese/Spanish “Assault Battleship” with a base displacement between 45,000 and 59,500 tons, available from 1929.
- New Austro-Hungarian “Small Assault Battleship” with a base displacement between 36,000 and 45,500 tons, available from 1929.
- New Russian “Assault Battlecruiser” with a base displacement between 70,500 and 87,500 tons, available from 1929.
- Various optimizations.
You must restart Steam to get this update fast. The content has been finalized. The update is ready to release after some testing. It will need some time to finalize the pre-made ships which will allow you to play the fast campaign modes.

Beta Update 8
- Various optimizations on ship auto-design and some of the new parts.
You must restart Steam to get this update fast.

Beta Update 9
- Fixed single submerged torpedo tube on the side of new assault warship hulls.
- Fixed issue of a barbette in the new ironclad cruiser.
You must restart Steam to get this update fast.

Beta Update 10
- Optimization and improvement in the Division Screen/Scout logic. This will positively affect the Opponent Battle AI and the player’s divisions set to “Screen” or “Scout”.
You must restart Steam to get this update fast.

Beta RC
- Enabled back all options for campaign Generation (Mixed, Fast, Slow).
- Fixed a minor UI issue which caused a wrong calculation indication for cost of shipyard development.
- Fixed a potential bug that could cause a ship of a design to be wrongly deleted, when its design was deleted.
- Reduced aggression of minors to try to take their own home lands.
- Fine tuning of Game's difficulty settings in Easy/Normal/Hard settings.
- Further Auto-Design Optimizations.
- Fixed problem of scale for new 16-inch Chinese guns.
You must restart Steam to get this update fast. The full release is scheduled for 27/12. This is a release candidate.

v1.6.1.5 "Optimization" (Last Update)

Hello Admirals,

There is ongoing work for the next major update, but we decided to offer an intermediate, very important update, which optimizes the stability and fps performance of the game. Please read:

*v1.6.1.5*
  • Fixed memory leak issue which could cause severe fps drop, usually in campaign battles. This problem could happen when players were starting a battle and did not start the battle immediately but waited for some time in the preview window or made an alt+tab and moved their mouse, something very natural during long play sessions. Progressively memory consumption could reach unmanageable levels and cause huge fps drop.
  • Fixed a bug causing allied minor nations to attack their allies to gain back their lands.
  • Fixed a rare code exception which could cause a campaign’s turn to freeze, while moving vessels.
  • Part collider optimizations, affecting also positively the auto-design part placement logic.
  • Overall auto-design optimizations, resulting in even more effective ships made by the AI.
  • Auto-resolve fine tuning, fixing a case where the winner could be wrongly overwhelming too much the opponent, with no losses.
  • Other minor fixes.


Uploaded optimized build including:
- Further optimizations in fps performance.
- Further optimizations in auto-design.
- Optimization in Battle AI logic.
- Fixed issue which could cause a sold ship to a minor nation to not be fully transferred, so it would appear in player's fleet instead.
You must restart Steam to get the update fast.

Uploaded optimized build x2 including:
- When a minor nation attacks you, the special mission that creates a naval invasion is now happening immediately, without the need to previously have fleets in the area, as before. The government will ask you if you agree to attack and if you agree, you will need to send ships in the mission to invade the province that the minor nation uses as base of operations.
- Ships that previously were sent to be repaired randomly to other ports, when their supply port became unavailable, will now be sent to the next nearest port, in a more efficient route.
- Other fixes/optimizations.
You must restart Steam to get the update fast.

Uploaded optimized build x3 including:
- Minor nations will attack with less frequency when they want to take back their own lands. It should be more manageable now, but we need further feedback.
- Fixed border issues in territories near Canada which could create bugs in the land army distribution (e.g. too small army to defend. etc.).
- Fixed potential minor issue creating an empty AI task force for some turns (e.g. when all ships of the task forces got destroyed or were sent for repairs, they might have caused such a problem).
- Fixes in temporary issues of auto-design, which now should be much faster and effective.
- Fine tuning in ship flooding mechanics with the aim to sink faster ships with high structural damage.
You must restart Steam to get the update fast.

Uploaded optimized build x4 including:
- Various auto-design optimizations.
This is the last stable build before v1.7. You must restart Steam to get the update fast.

IMPORTANT NOTE
We added v1.6.1.5 Optx4 in the list of previous stable builds. It is advised to switch to it, if you do not want to miss any saved data before the release of v1.7 major update.

v1.6.1.4 Optx9 "New difficulty levels"

Hello again admirals,

Here is another update, prior to the upcoming major update. Please read what it includes.



*v1.6.1.4*
  • Added a new difficulty level “Beginner” which should be ideal for those seeking to learn the game or just play in a more relaxed way. All the difficulty levels now affect the AI aggression and the tension dynamics. Your ongoing saves should not be affected drastically, at least for the “Normal” difficulty levels. Those who play harder difficulties should notice the increased aggression and tension dynamics which lead to a more challenging experience (in a manageable way). There are new parameters in config which can be used by modders.
  • Fine tuning of shell ballistics.
  • Overpenetration calculations improved, making it harder to over-penetrate an angled ship but if there is overpenetration the damage is even bigger, simulating the passing through of the shell inside multiple sections (this mechanic existed before but now is working better).
  • Flooding mechanics improvement so that the flooding in the bow and aft of ship plays less role but flooding in the middle due to citadel penetration will result in even more heavy flooding of water.
  • Fixed a very rare bug that could be caused when the player had for his division ships doing an auto-evade torpedo maneuver and at the same time he detached the ships and turned them with manual rudder. This action resulted in ships to lock their turning to the frontal direction.
  • Fixed a rare bug that caused a crash when the player ordered the first ship of a follow formation to follow the last ship of the formation.
  • Various map border fixes thanks to the help of modder "the Baron" (o Barão).
  • Further Battle AI optimizations.


Uploaded optimized build including:
- Fine tunings in the damage model and new overpen mechanics. The overpenetration's damage will be even larger when the shell passes through the bow of the ship and less when it passes perpendicularly to the ship plus other improvements.
- Fixed error that prevented major nations from consistently fighting the minor nations' fleets which were dispatched to defend their provinces.
- Improved Minor Nations logic to scrap obsolete ships so their fleets are more competitive.
- Fixed map issue not allowing nations to pass from their own channels.
- Auto-Resolve improvement to be consistent with the actual value of ships in normal combat mode.
- Fixed some old issues of formations that made the division leader to lock its turning while auto-evasion was on and retreat was enabled.
- Fixed some minor issues in hulls and parts that were reported.
- Fixed some minor issues in the UI.
- Other minor fixes.
You need to restart Steam to get this update fast

Uploaded optimized build x2 including:
- Hotfix addressing turn freeze when moving minor nations vessels.
You need to restart Steam to get this update fast

Uploaded optimized build x3 including:
- Improved further the auto-resolve to be more consistent according to the combat value of ships.
- Removed "Delete Design" button from the refit constructor environment. It should not be there, it could cause bugs when players used it. Fixed "Delete Design" inconsistency not applying the delete when you deleted designs from the constructor environment, until you passed the next turn. Those fixes can prevent issues which could be caused when designs were not deleted on the current turn and players kept using them, only to disappear in the next turn.
- Fixed "Shared Designs" not being usable for human player in Custom Battles.
- Minor nations will now scrap their ships more efficiently.
- Fixed very rare issue where mission radius could not be generated resulting in being created in the center of the map.
- Minor UI improvement to show the mark of weapons in the Ship Design info panel.
You need to restart Steam to get this update fast

Uploaded optimized build x4 including:
- Slight battle Fps performance improvement.
- Shell ballistics fine tuning.
- Fix of LOD for British Style quad guns (was a temp error due to ongoing work for new parts).
- Other minor fixes and improvements.
You need to restart Steam to get this update fast

Uploaded optimized build x5 including:
- Fixed issue which could cause ship designs and their related ships to become deleted. It was a rather rare incident that could be caused when you have saved a design and on the same turn you tried to make a refit and exited without saving. Other issues some players report: ships disappearing from task forces, or not appearing on map are not bugs. Ships may leave task forces to get repairs (and will return if the Task Force is active) or they may not be visible due to low visibility and poor tower spotting.
- Fixed a minor issue that could not allow a design to become valid if the tonnage was absolutely equal with the technology limit of tonnage for a ship type.
- Auto-Design further optimization: Auto-design will build, on average, even more effective ships with less frequent the spamming of too many secondary guns.
You need to restart Steam to get this update fast

Uploaded optimized build x6 including:
- Further battle fps optimizations. You should notice a better frame rate overall.
- Land Army mechanics improved. The army will support the borders more effectively. Minor nations will not be able to expand as much as before, because their army will be strictly dependent on their home population. The minor nations which lose their home territory will now attempt to retaliate and take it back (previously they would not respond unless they were allied with a major nation). Many other fixes and optimizations on the system make the land army interaction much more consistent.
- Fixed some other, rare issues which could result in components' reset on refitted ships. Hopefully no other fix on this will be needed.
- Fixed issue which could make AI task forces get stuck on map.
- Increased desirability of minor nations to trade older/obsolete ships when mothballed and not scrap them too soon.
- Other minor fixes and improvements.
You need to restart Steam to get this update fast

Uploaded optimized build x7 including:
- Final fix for components, guns, techs resetting due to a refit error. This bug came with v1.6 and was happening often when players made consecutive refits of refits on the same turn.
- Fixed an old bug of ship constructor which caused a "mount 2" error of part placement.
- Battle AI optimization. The battle AI should be more human, opportunistic, try for the maximum gain with minimal losses, and retain a more effective firing distance.
- Fixed minor allies attacking their own major allies when they owned any of their homelands (temporary issue of previous update).
- Other minor fixes.
You need to restart Steam to get this update fast

Uploaded optimized build x8 including:
- Now you can enforce a special mission to defend against a minor nation that attacks you. You must have a strong fleet in the area to trigger this mission.
- Fixed issue which could cause zero army to some minor nations.
- Other minor fixes.
You need to restart Steam to get this update fast

Uploaded hotfix build x9 including:
-Fixed issue which could cause turn freeze during building ships in campaign. If you have again such a problem, please make an in-game report as you did.
You need to restart Steam to get this update fast

v1.6.1.3 Rx7 "Fixes and improvements"

Hello everyone,

Here is another essential update for the game, offering fixes and gameplay enhancements. Read below:

*v1.6.1.3*
- Fixed bug that caused ships to get deleted from the campaign.
- Fixed bugs that could cause issues in fleet management window, or refit components to become reset.
- Shell ballistics adjustments (affects range, accuracy and final penetration power). Secondary gun ranges are increased.
- Battle AI adjustments to find a better optimal range, based on shell ballistics.
- Ship acceleration mechanics optimizations, addressing cases where ships could often stall and not accelerate fast enough and also increasing the fps performance as the calculations are less.
- Major nations will attack smaller nations with more probability if they are their enemies and have adjacent territories.
- The effective army force will now become reduced gradually if the army budget becomes too large compared to the GDP. This should create a realistic result of the effective armies becoming smaller in extended wars and nations will eventually stop doing endless major offensives that they cannot afford. Army costs have been balanced accordingly.
- Fix of a minor issue in crew calculations creating a wrong difference of one crew.
- Fixed shared designs not being available for the AI enemy in custom battles.
- Other minor fixes.

Uploaded optimized version including the following:
- Major nations can now directly order naval invasions against minor nations that are allied with enemy major nations.
- Fix of some old pathfinding issues in the map, happening often near Kamchatka area.
- Fixed errors reported related with refit and war reparation designs.
- Fixed minor inconsistency in tonnage calculations when too many task forces entered the mission zone.
- Fixed issues reported for formations, improving now how ships catch up with the formation or automatically avoid torpedoes and other obstacles.
- Fine tuned new ship acceleration mechanics.
- Fine tuned armor penetration threshold after the latest shell ballistic changes. Armor should be more durable now.
You have to restart Steam to get this update fast

Uploaded optimizedx2 version including the following:
- Further balances on the damage model, following the shell ballistics changes. Overall you should notice the armored ships to be much more durable, while even small ships with adequate protection can survive for longer.
- Fixed issues causing sometimes zero armies to provinces.
- Ship acceleration further fine tunings, addressing cases where acceleration could be too low. Players must though not anticipate making ships with 50+ knots speed and zero engine efficiency to accelerate as before.
- Improved further the click sensitivity when ordering task forces to enter ports.
- Fixed a minor issue causing ships to be added in mission events while being a little out of the radius.
- Fixed issue causing recoil to not dissipate when all weapons got disabled.
- Fixed minor UI issue for submarine movement window.
- Other minor.
You have to restart Steam to get this update fast

Uploaded optimizedx3 version including the following:
- Fine tunings in ship acceleration and shell ballistics, finalizing the systems to a good balance.
- Tension slight tone down as per latest feedback.
- Formation optimizations.
- Fixed case where a naval invasion could be ordered by human or AI player while another special event invasion was active in the same province.
- Fixed some tonnage issues reported in mission events.
- Fixed minor sorting issues in fleet management.
- Other minor.
You have to restart Steam to get this update fast

Uploaded optimizedx4 version including the following:
- Further optimizations in the damage and armor model of the game. The fixes are major, since they cure old issues which could cause either the accuracy to not be consistent (hits were calculated but they did not register) or some angles of shots were not calculated so partial pens could cause too much damage especially against heavily armored turrets. Another issue could be some shots failed to be materialized, so a shell could not find a solution to be sent against a tower or other part of the ship. The whole system is in its best shape, and it will actually fix conditions where smaller ships had much lower accuracy against bigger ships, since their hits could not be executed and so the shots resulted in misses. That problem could make the AI and player to be at a disadvantage and very big and armored ships to be at an overpowered state, depending on various circumstances.
- There is now a dissipation effect for hull resistance. As the hull gets larger it requires more hull resistance to be durable. This addresses the case where very large ships, such as the German Super Battleships could become almost immune to shell fire.
- Fire chance is now more properly modeled, and is also dependent on the damage output. This new mechanic was needed, since now a lot of shells will consistently find the target according to the accuracy and so ships would very easily become overwhelmed by fires.
- Various small fixes for the mission events, based on player reports.
- Tension effects reduced for diplomatic actions. This change should help to keep peace for a longer time.
- Other minor.
You have to restart Steam to get this update fast

This update, aims to be the last, unless it is absolutely needed to fix something crucial, before one more major update, which will include new hulls, estimated to arrive in December.

Uploaded optimizedx5 version including the following:
- Optimizations on the new damage/armor model of ships, fine tuning how partial penetrations or full penetrations occur, based on the angle of hit. More detailed calculations are added.
- Ricochet/Blocked floating info is now visible when hitting ships (as it was a long time ago). This indication should help understand when every hit happens and what is the outcome.
- Minor fix in Colombia borders. Thanks modder "the Baron" (o Barão) for the help. Others issues in borders will be fixed too.
You have to restart Steam to get this update fast

Uploaded optimizedx6 version including the following:
- Transport capacity losses are now having improved mechanics, properly dissipating their effect. Furthermore the transport losses affect less the transport capacity percentage. Raiding of transports should still be a severe blow to the enemy but more manageable.
- Improved torpedo friendly fire to not trigger when the target is too close. This will address the problem of torpedoes not firing when you encircle an opponent. Torpedo friendly fire should be also overall more effective.
- Fixed some bugs of the save system which could cause components to reset for ships or some ships to become ineffectively cleaned up from memory.
- Fixed expenses in finances UI not showing all the info.
- Fixed rare issue which could cause NAN calculation in GDP and this could affect all things in the game, even showing max integer number as losses in battles.
- Minor increase in population growth to compensate for the losses of land battles.
- Battle fps optimizations.
- Further fine tuning in tension, for a more mild transition to war. Allies should also have a stronger will to enter war and help another ally.
- More fixes for map borders thanks to the help of modder "the Baron" (o Barão).
- Other minor improvements.
You have to restart Steam to get this update fast

Uploaded hotfix repaired version:
- Expenses temporary issue resolved. Issues was caused from the previous update, but it was quickly addressed. Also province income has been increased slightly to compensate for the expenses calculations that are now including everything (previously some data was not used consistently).
You have to restart Steam to get this update fast

Uploaded repaired version x7:
- Further economy fixes/improvements based on the recent feedback. Overall there should be a more manageable economy for both human player and AI.
You have to restart Steam to get this update fast

v1.6.1.2 "Campaign fine tunings"

Hello Admirals,

A new update is now available, continuing to improve the campaign. Please read:

*v1.6.1.2*
- Army losses mechanics got further optimizations. Now the losses after combat will directly and heavily affect the participating armies in the province and the whole nation. It will take time to fully recover those losses, so now it will be possible to even completely wipe out an army from a province and force victory. Previously the losses applied only in the conscript pool, so the replacements would be instant and it would need tremendous casualties to have impact in large nations. This change will also affect how nations can withstand prolonged wars.
- Minor nations can dissolve similarly as the major nations, when their homelands are conquered. They will not be able to expand without restrictions as before, as they will have to protect their home regions in order to survive.
- Further optimizations and fixes on the mission event mechanics, giving more consistent results for the win chance. There is also a new indication in the UI showing the losses for the Attacker and Defender.
- Fine tuning in tension, to be overall not very harsh but also provide opportunities for going to war.
- Toned down the minor nation's aggressiveness and the interaction of major nations with smaller nations which previously created too many wars against them, resulting in a chain reaction of negative events and subsequent wars.
- Fixed bugs related to the fleet management window and the ship erase system making the game to crash.
- Fixed some rare issues of the refit mode.
- Research logic got a refactoring on how it is affected by the GDP. A new parameter is added (info for modders) called “research_budget_mod_max”.
- A further improvement on how campaign AI manages its research logic and its funds. It will be needed to notice the changes, as the AI should now prioritize heavily on important techs, for example the techs that lead to the Dreadnought era, and so it will be able to construct more powerful ships.
- Increased crew pool re-generation as per player feedback. Players will still have to manage this resource as it can become depleted after too many crew losses in battles or by the construction of too many large warships.
- Minor adjustments to economy to compensate for the research/army cost changes.
- Other minor fixes.